Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-12-08 21:28:09 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-12-08 21:28:09 +0300
commit7e333010f3b76a467b88e80605df55b8f559bcda (patch)
treedc6e5509a808f4a08bcfdad3b5e03954d7038d41 /source/blender/editors/include/ED_anim_api.h
parent445e4c9a8cbe3701ec784fa2f3aa16edc82c6971 (diff)
Animation System: Handling Updates
* Added ANIM_list_elem_update and ANIM_id_update functions to call when changing animation curves, which will then call the RNA property update functions for those curves. This is to replace just calling DAG_id_flush_update, that may not always be the right thing to do, and doesn't send proper notifiers for redraw. Still only used/usable when transforming in the graph editor, not sure how this do this with NLA for example, .. needs to be improved. * Added function wm_data_handle_update function to contain the object update function, and also added scene animation update there. Actually it should be doing all datablocks, this makes it work for sequencer. Joshua, do you agree this is the right direction to go in? I can revert or change the code if you think it should be done differently. Mainly wanted to get this working well for sequencer now.
Diffstat (limited to 'source/blender/editors/include/ED_anim_api.h')
-rw-r--r--source/blender/editors/include/ED_anim_api.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/editors/include/ED_anim_api.h b/source/blender/editors/include/ED_anim_api.h
index c9c4c7af18c..9989589cf23 100644
--- a/source/blender/editors/include/ED_anim_api.h
+++ b/source/blender/editors/include/ED_anim_api.h
@@ -496,6 +496,9 @@ void ED_nla_postop_refresh(bAnimContext *ac);
/* --------- anim_deps.c, animation updates -------- */
+void ANIM_id_update(struct Scene *scene, struct ID *id);
+void ANIM_list_elem_update(struct Scene *scene, bAnimListElem *ale);
+
/* pose <-> action syncing */
void ANIM_action_to_pose_sync(struct Object *ob);
void ANIM_pose_to_action_sync(struct Object *ob, struct ScrArea *sa);